Wend Playtest
Playing now
1Sampling since 14:20 UTC
50%of peak
All-time peak
27 Sep 2026
Playing now
1Sampling since 14:20 UTC
All-time peak
27 Sep 2026
| Published | Title | Build |
|---|---|---|
| Playtest 87 A leak now costs one mana in every mode, no matter how many wells the enemy crossed. · Co-op trials shows your team's true shared mana at all times. · Spacebar readies you up in Ranked. · In Ranked you can no longer peek at another player's board during the build phase. · You only hear the board you are looking at. · View Leaderboard shows your just posted score immediately with the pending sta… | 25175889 | |
| Playtest 86 The campaign now has 20 missions · Gold balance. The amount per kill climbs more gently and stops sooner. · Maps carry fewer obstacles so there is more room to shape the road. · In co op, the tower rankings show your best towers not the best overall towers. · The star stays on the tower panel until the next round in tower details. · In co op, the green gold gain ticks up during the round again.… | 25168872 | |
| Playtest 85 Tower upgrades now climb · Towers hit harder again, each tier is a bigger jump and a top tower kills far faster. · Every campaign mission now has its own difficulty, picked on the mission card. · Weave, Tangle and Knot difficulty unlock one after the other on each mission. Trophy icons are placeholder for now · A flawless run with no leaks earns a star on the trophy. · The Skellyboy Showdown fi… | — | |
| Playtest 84 Balanced Campaign · Added Vespers portrait | — | |
| Playtest 84 Balanced Campaign | — | |
| Playtest 82 Sound arrives in Wend with effects for building, upgrading, tower fire, enemy deaths and match results · Rejoining a co op match now restores you cleanly for everyone instead of leaving you marked as gone · The game simulation now runs as native code so long matches and busy rounds play smoother · The mage now shows his portrait in campaign dialogue · Dialogue typing clicks are softer and less… | — | |
| Playtest 81 Story dialog on Steam Deck now fits · The old glowing path no longer exists | — | |
| Playtest 80 Mob paths now follow the road and branch cleanly instead of weaving parallel trails · Zone waves animate smoothly without stutter on busy boards · Mana wells erupt on a steady clock · Old paths clear completely when your maze changes · Tutorial highlights point at the exact buttons on every device · Story dialog panels fit their text instead of cutting it off | — | |
| Playtest 79 Undo now takes back only your last action instead of reverting state completely · Selling is blocked while in build mode · Dragging out a row of towers is much smoother · Crystals settle down while you build and come alive when the round starts · The build timer now waits for the story dialogue to finish · Pressing build with no supply tells you why instead of showing a ghost tower | — | |
| Playtest 78 Campaign maps now render grass color changes · Suggested tower ghosts actually show in campaign · The smash view now only works during the build phase | — | |
| Playtest 77 Smoother tower placement as the build hint no longer recalculates every frame · Fixed groundwork for a rare crash while placing towers, with better reporting if it returns · Dialogue polish and balance changes across the first six missions | — | |
| Playtest 76 The campaign has arrived with ten story missions · Mana roads are now real stone art with mana flowing beneath · New paths reuse existing road so your maze stays clean and easy to read · Older builds must update before playing online · Hovering a tower no longer previews a sell reroute outside sell mode · Tutorial highlights frame the exact hotbar buttons · Fixed a rare crash while a board was… | — | |
| Playtest 75 Enemies are now hand drawn skeletons instead of placeholder shapes. · Mana wells have new artwork. · Ranked UI update for board/player markers · A player who leaves a ranked match keeps their seat, greyed out and unselectable. · Building towers is smoother and the path preview updates faster. · Browsing Trials maps no longer stalls the game. · The tier number on tower crystals is now readable o… | — | |
| Playtest 74 The victory screen now takes controller input so you can leave a finished match. · On Steam Deck the game fills the whole screen instead of leaving black bars. · The rail is now one continuous piece across the top, right and bottom of the board. · A new top bar carries the timer, round, score, phase, towers, gold and mana. · The right rail shows a live leaderboard that moves you up as you pass… | — | |
| Playtest 73 Enemies now follow one shared path instead of splitting into lines a tile apart. · On PC the game stays on keyboard and mouse even when a controller is plugged in. · You can switch to controller in Settings. · Upgrade mode now upgrades the tower you confirm on. · Sell mode now sells the tower you confirm on. · Hold the right trigger while confirming to upgrade or sell rapidly. · Selecting a tow… | — | |
| Playtest 72 Text across the whole game is sharper and easier to read. · Button icons are now vector art and stay crisp at every size. · Buttons and panels have lighter edges and softer shadows. · The living board background now sits behind every menu, not just the home screen. · Star ratings are larger and readable at a glance. · The tower details panel is tighter with less wasted space. · Tower stats now… | — | |
| Playtest 71 Merging towers is gone. Press R to upgrade a tower where it stands, for the price of another tower of its tier. · Build, sell and upgrade each have their own colour and a label at your cursor. · Towers slam down when you place them. · Hold shift and drag to lay a straight line of towers, and it turns wherever you turn without letting go. · Press Z to flatten everything on the board so you can r… | — | |
| Playtest 70 Rejoining a match now brings back your board instead of an empty one. · Towers no longer carry firing state from a round into the next build phase. · Leftover mobs and beams are cleared properly between rounds. · Everyone in a party needs this build to play together. | — | |
| Playest 69 Towers now place instantly no matter how many are already on the board. · Your build preview no longer flickers when a teammate places a tower. · Fixed a crash that could happen while placing a tower. · The ready counter resets to zero at the start of every build phase. · Space now readies you up instead of starting the round on its own. · A round can no longer start before everyone has readied… | — | |
| Playtest 68 Towers, sells and merges now reach every player reliably. · If your game ever falls out of step it now notices within a second instead of at the end of the round. · When that happens it sends you only what you missed instead of replacing your whole board. · Nothing you built can be wiped by the game trying to fix itself. · Losing your last mana now ends the run straight away instead of leaving… | — | |
| Playtest 67 Fixed the big one where a teammate's tower would appear on their board and never on yours. · Once that happened the boards never came back together for the rest of the match. · Towers, sells, merges and upgrader feeds now always land for everyone. · Fixed a bug where you were told it was not your section while standing in your own section. · Fixed being told it was build phase only during the b… | — | |
| Playtest 66 Towers now change shape twice as they climb instead of once. · Tiers 1 and 2 keep the original tower. · Tiers 3 and 4 use the second design. · Tier 5 and above use a new third design. · Fixed a bug where a teammate's tower could go up on their screen and never appear on yours. · Once that happened nobody could build on that tile again for the rest of the match. · You can no longer sell towers i… | — | |
| Playtest 65 Co op no longer runs the game on the server. Your own machine runs it now, so what you see is what is happening. · Towers fire and mobs die the instant they should, with no waiting on the server. · Mobs at zero health no longer walk on until the server catches up. · Your mana can no longer drain from leaks you never saw. · A match can no longer end while everyone still has mobs on the board. ·… | — | |
| New Co Op Playtest (64) Trials co op now puts your whole party on one shared board. · Each player owns their own section and can only build there. · A glowing purple crack shows where your section ends. · Every player gets their own checkpoint and at least one zone. · Extra checkpoints are shared out evenly and at random. · Which player the enemies reach first changes every map. · Supply and gold are split evenly betw… | — | |
| Playtest 63 Enemies hit harder from the very first round. · Skeletons now push much deeper into your maze before they die. · Late rounds ramp up faster so a long run stays dangerous. · Maps have fewer rocks and trees, giving you more room to build. · Trials now shares gold with every player, which was never actually working. · Trials scales properly for two, three and four players. · Team matches send fewe… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 7 Sep 2026new | Mon | 22:33 | Playtest 87 | 25175889 | public | 2 | — |
| 7 Sep 2026new | Mon | 14:17 | Playtest 86 | 25168872 | public | 2 | — |